美国儿童和成人电子游戏体验的生物心理社会分析

J. Funk, M. Chan, J. Brouwer, Kathleen Curtiss
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引用次数: 46

摘要

人们很少关注儿童和成人的电子游戏体验。这是一个重要的研究领域,因为要想取得成功,针对电子游戏的媒体素养教育计划必须能够同时解决游戏体验所带来的好处和负面影响。在本定性研究中,儿童和成人在焦点小组中进行访谈。小组由17名四年级到六年级学生(8名女生)和51名本科生(7名女生)组成。使用生物心理社会模型,我们确定并比较了儿童和成人群体出现的主题。大多数参与者报告了在身体、心理和社会领域的收获和损失。沉浸在游戏中是很常见的,但玩家的体验不同,可能是心理上的得失。专注似乎增加了玩家发起游戏行动的欲望。在讨论暴力游戏内容时,儿童玩家多少有些抵触情绪。研究结果将有助于开发电子游戏扫盲项目。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Biopsychosocial Analysis of the Video Game-playing Experience of Children and Adults in the United States
Understanding the video game-playing experience of children and adults has received little attention. This is an important area of study because, to be successful, media literacy education programs for video games must be able to address both the perceived benefits and any perceived negative consequences of game-playing. In the present qualitative study, children and adults were interviewed in focus groups. Groups were conducted with 17 fourth through sixth graders (8 girls), and with 51 undergraduates (7 females). Using a biopsychosocial model we identified and compared themes emerging from child and adult groups. The majority of participants reported both gains and losses in the physical, psychological, and social domains. Absorption in game-playing was common, and experienced by players differently, as either psychological gain and loss. Absorption seemed to increase the desire to initiate game actions. Child players were somewhat defensive when discussing violent game content. Study findings will be useful in developing video game literacy programs.
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